Massively multiplayer game method and system

ABSTRACT

The invention describes a method of implementing a massively multiplayer game. The method has the following steps: firstly, three or more players select an item from an ordered set of three or more items. Secondly, an item from the set is designated based on the number of players who selected that item. Lastly, whether each player&#39;s selected item wins over the designated item is determined based on a rule-set (examples of rule-sets are given in FIGS.  3  and  4 ). The method may be implemented using a client/server architecture such as that shown in FIG.  5.  Alternatively, the server may be decentralised across all the devices such as shown in FIG.  6.  The client devices may be wireless devices. A system and software for implementing the method are also disclosed.

FIELD OF INVENTION

The present invention relates to a method and system for a massivelymultiplayer game. More particularly, but not exclusively, the presentinvention relates to a method for a massively multiplayer game where theplayers select an item from a set of items.

BACKGROUND TO THE INVENTION

There are numerous multiplayer games available. These include gamesplayable over the Internet, over Interactive TV, and over cellularnetworks. Presently the cost-per-packet of sending information overcellular networks is comparatively high. This necessitates thedevelopment of multiplayer games which can draw in and engage playersbut transmit little data to and from the cellular devices.

What is further desired is a multiplayer game concept which can bedeployed across multiple platforms, protocols, and channels such as SMS(Short Message Service on wireless devices), WAP (Wireless ApplicationProtocol on wireless devices), MMS (Multimedia Message Service onwireless devices), Flash, Java, Brew, Interactive TV, and Web.

It is an object of the present invention to provide a multiplayer methodand system which satisfies these requirements or at least provides thepublic with a useful choice.

SUMMARY OF THE INVENTION

According to a first aspect of the invention there is provided a methodof implementing a massively multiplayer game including the steps of:

-   -   i. three or more players selecting an item from an ordered set        of three or more items;    -   ii. designating an item from the set based on the number of        players who selected that item; and    -   iii. determining whether each player's selected item wins over        the designated item based on a rule-set.

In a preferred embodiment, the set of items is composed of three items.Preferably these are rock, scissors, and paper, but may also be colours,such as red, green, and blue. The set of items may also be the fiveChinese elements: fire, earth, metal, water, and wood.

The designated item may be the item which was selected by the majorityof players.

The rule-set may be the traditional “rock, scissors, paper” rule-set,where rock wins over scissors, scissors wins over paper, and paper winsover rock. The “rock, scissors, paper” rule-set may be applied to largersets of items for example, with water, fire, metal, wood and earth,water wins over fire, fire wins over metal, metal wins over wood, woodwins over earth, and earth wins over water. Alternatively, larger setsmay involve more complex rule-sets, for example: water wins over fireand metal; fire wins over metal and wood; metal wins over wood andearth; wood wins over earth and water, and earth wins over water andfire.

Preferably, the rule-set is symmetrical such that every item wins overthe same number of other items. For example: in a five item set, everyitem winning over two other items. Preferably, the number of itemswithin the set is odd.

In a preferred embodiment, the method may include the steps of:

-   -   iv. determining whether each player's selected item wins over        the remaining items in the set based on the rule-set; and    -   v. allocating points to each player based on the determinations        in steps (iii) and (iv).

Preferably, if a player's selected item wins over the designated itemthe player is provided with points, if a player's selected item is thedesignated item the player may lose points or no points may be awarded,if the player's selected item is beaten by the designated item then thatplayer may lose points, and if the player's selected item is neitherbeaten by nor wins over the designated item then that player may losepoints or no points may be awarded.

According to a second aspect of the invention there is provided a methodof implementing a multiplayer game including the steps of:

-   -   i. selecting an item from a set of items by three or more        players on three or more respective devices;    -   ii. each device transmitting the player's selected item to a        server;    -   iii. the server designating an item based on all the selected        items received;    -   iv. the server determining whether each player's selected item        wins over the designated item based on a rule-set;    -   v. the server transmitting the result of each determination to        its respective device;

The devices may be wireless devices such as cellular phones, orlnternet-capable computers or Interactive Televisions.

The server may be a system comprising a plurality of edge server devicesconnected to a central core server device. Alternatively, the server maybe a single computer system. Alternatively, the server may be one of theplayers' devices. Alternatively, the server may be decentralised anddistributed across all of the players' devices, so that each device isthe server.

To select the item, players may use an application operating on theirdevice without communication to the server. The application may involveskill or chance. The conclusion of the application resulting in theselected item. In addition to transmitting the selected item to theserver, the device may also transmit directions from the player. As wellas determining whether the player wins over the designated item, theserver may use the selected item and directions within a persistent gameworld common to all the players.

According to a third aspect of the invention there is provided a systemfor implementing a multiplayer game including:

-   -   i. a plurality of devices;    -   ii. a server;    -   iii. each device responsive to user interaction to select an        item from a set of items, and with the ability to transmit item        selection to a server and receive result data from the server,        and    -   iv. the server containing a messaging application with the        ability to receive item selection from devices and transmit        result data to devices, and a processing application with the        ability to designate an item from the set of items based on the        selected items received, determine whether each selected item        wins over the designated item based on a rule-set, and send this        determination as result data to the messaging application to        transmit to the selected item's respective device.

Preferably, the result data transmitted by the server to the devices istransmitted as a single packet (typically 128 bytes). Preferably, excessspace within the packet is utilised by the server to include additionalinformation or promotional messages.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention will now be described by way of example with reference tothe accompanying drawings in which:

FIG. 1: shows a diagram illustrating an example of a round in game-play.

FIG. 2: shows a screenshot of one implementation of the method.

FIG. 3: shows a diagram illustrating an example of a rule-set.

FIG. 4: shows a diagram illustrating an example of a rule-set.

FIG. 5: shows an example of how the method may be deployed ontohardware.

FIG. 6: shows another example of how the method may be deployed ontohardware.

DETAILED DESCRIPTION OF PREFERRED EMBODIMENTS

The present invention relates to a method and system for providing amassively multiplayer game. The method involves the selection of an itemby each player from a set of items and determining which players have“won” by comparing their selection with the majority selection.

Description of a First Possible Implementation of the Method

The invention provides a method for ranking game-play choices of 3 ormore players based on the choice made by the majority of players. Anobject of one implementation of the invention is for the player to‘defeat’ the choice made by the majority of players.

Consider the example of 3 potential player choices A, B, and C, wherethe rule-set provides that:

-   -   A defeats B;    -   B defeats C; and    -   C defeats A

Three or more individual players will each choose one of these optionsand their choices will be totaled. The option chosen by the majority ofplayers is called the ‘Majority’ throw. If there is no Majority then theround is a draw for all players, and a new round begins.

Individual choices are compared against the Majority throw. Thoseplayers who have chosen the single option that defeats the Majoritythrow have won the round, those who chose the same as the Majority aredeclared to have a draw, and those who chose the option defeated by theMajority are considered to have lost the round.

FIG. 1 shows an example of a round played by 6 players with the aboveconditions. In this round a majority 1 of players have chosen “C”.Therefore Player 2 has won. Players 3, 4, and 6 are drawn, and Players 1and 5 have lost the round.

Description of a Second Possible Implementation of the Method

FIG. 2 shows a screen-shot of one implementation of the method.

In this implementation players are provided with three possible choices,this time of color Red 2, Blue 3, and Green 5.

-   -   Red defeats Green;    -   Green defeats Blue;    -   Blue defeats Red.

Players use a device or plurality of devices, each of which displays aplaying area. The centre of the area is a geometric shape or icon 4 thathas as it primary purpose the display of the majority colour; that isthe colour currently chosen by the majority of players during game-play.In FIG. 2 the shape is a circle.

Players are each assigned a play token 2 3 5 represented by anappropriate shape or icon. The purpose of the icon is twofold—first, todisplay the colour currently chosen by a given player, and second, toindicate the player's position with respect to other players and thecentre circle.

Players start from positions equidistant from the outer edge of thecircle. When play begins each player separately chooses a colour for theopening round, and the icon 2 3 5 representing that player takes on thatcolour. The central circle 4 takes on the colour the majority 3 haschosen; if there is currently no majority its status remains unchanged.

If the colour chosen by the player wins over the colour currently in thecentre, the player advances one unit towards the centre. If it matchesthe colour, the player remains at rest, and if his colour is beaten bythe centre colour, the player retreats one unit away from the centre.

Play proceeds on a round by round basis until either all players havebeen eliminated by disappearing from the field of play, or one or moreplayers have reached the centre circle.

A player may choose a new colour during any round, with the exceptionthat any new colour choice persists for at least two rounds of play.

Possible Rule-Sets

Preferably, the rule-set has a rule such that every item wins over thesame number of items bringing symmetry to the game.

With reference to FIG. 3, an example of a rule-set will be described:

rock 6 wins over scissors 7, scissors 7 wins over paper 8, and paper 8wins over rock 6.

This rule-set can be described as a rule such that for an ordered set ofitems {X₁ . . . X_(n)}, in this example {rock, scissors, paper}, X_(k)wins over X_(k+1) and X_(n) wins over X₁ for all k where k is someinteger such that 0<k<n.

This rule-set with different elements is the rule-set used in the firsttwo descriptions given.

With reference to FIG. 4, an example of a rule-set will be described:

water 9 wins over fire 10 and metal 11; fire 10 wins over metal 11 andwood 12; metal 11 wins over wood 12 and earth 13; wood 12 wins overearth 13 and water 9; and earth 13 wins over water 9 and fire 10.

The above rule-set can be described as a rule such that for an orderedset of items {X₁ . . . X_(n)}, in this example {water, fire, metal,wood, earth}, X_(k) wins over X_((k+p) modulo n) for all k and all pwhere k is some integer such that 0<k<(n+1) and where p is some integersuch that 0<p<(^(n+1)/₂. So in this example k will be 1, 2, 3, 4 and 5,and p will be 1 and 2. When k is 4 and p is 1 the function ((k+p) modulon) will result in 5. When k is 5 and p is 1 the function ((k+p) modulon) will result in 1.

Overview of Game-Play (Server/Client Model)

With reference to FIG. 5, a description of how the method operates onhardware using the server/client model will be given.

Wired/Wireless Client/Player View

Beginning play: Potential SMS players 14 initiate a session by sending15 a throw message (rock, paper, or scissors) to a specific networklocation. Potential WAP players navigate to the appropriate WAP pageusing the menu structures available on their device, are presented witha throw selection dialog, and choose a throw.

Round enrollment: All players receive 16 a message with notification ofthe current round number, approximate time to round completion, andcurrent number of players in round. Depending on level of ongoing playerstatus (casual, subscriber, sponsored) additional promotional messagesor game statistics may be forwarded or made available.

Round completion: All players receive a final message with notificationof final throw as determined by a Global Core Server 17. Depending oflevel of ongoing player status (casual, subscriber, sponsored)additional promotional messages or game statistics may be forwarded ormade available.

Server View

Beginning play: The Global Core Server 17 generates a new, uniquenumerical identifier for the current round at predeterminedintervals—for example, every 30 seconds—and forwards 18 the identifier,a round expiration timestamp, and any unique promotional or statisticsmessages to Edge Servers 19.

Round enrollment: Upon receipt 18 of the new identifier and timestamp,Edge Servers 19 process pending and new requests for enrollment, andnotify 16 players of round enrollment, expiration status, and anyappropriate promotional or statistical messages based on player status.Edge Servers 19 aggregate player throws and forward 20 totals to theGlobal Core Server 17.

Round completion: Upon reaching the time indicated in the expirationtimestamp, the Global Core Server 17 sends 18 round closure notificationto Edge Servers 19, totals player throws, and sends 18 majority throwmessage to Edge Servers 19. Edge Servers 19 format and send 16 majoritythrow messages (which could be in SMS or MMS format), includingappropriate promotional or statistics messages, to players enrolled inround.

Overview of Game-Play (Distributed Processing Model)

With reference to FIG. 6, a description of how the method operates onhardware using the distributed processing model will be given.

A single device 21—the 1st play device, defines a game session bybroadcasting 22 a session name chosen by the 1st player at regularintervals via an established wired or wireless network transport andprotocol 23 with extensions to support discovery of additional playdevices. A plurality of additional play devices 24 initiate connectionto all known play devices via the network 23.

When all devices 21 24 have successfully established connections, the1st play device 21 sends 22 a start command to all devices 21 24, andbegins broadcast 22 of a master clock pulse at an established, regularinterval.

For each round of play, players choose from available play options—e.g.red, green, or blue—and their choices are broadcast 22 25 to all knowndevices 21 24. When all devices 21 24 have acknowledged receipt of everyplayer choice, or time has expired as determined by the master clock,local displays are updated by the local application. The localapplication checks to see if the local player or any others havewon—e.g. by reaching the center objective, and if so declares a win. The1st play device 21 verifies any declared winners with one or more peers,and if there is agreement, declares final Winners, and ends the game. Ifthere is no winner on the current round, a new round begins.

One of the advantages of the invention is that the game method providedis engaging as individual players are, in effect, trying to beat themajority, the zeitgeist, the collective unconscious.

Further, only single packets need travel in each direction to carry theplayer's throw and the server's response. A wireless packet is typically128 bytes (1024 bits), yet only 2 bits are necessary to carry game-playinformation. Everything else—1022 bits—is available for other uses. Thisis especially significant in the server to client communications,because it allows the server to send text, objects, or even animationupdates to the client application. The more a player wins, the moresmall objects or behaviours they can collect for that day.

A further advantage is it would typically cost less than 1 yen per throwto play, effectively removing the financial barrier. Players can enteror leave at any time. Continued play is rewarded with small digitalcollectable objects, and if the game is successful there might be anopportunity to upgrade to more substantial prizes—a free soft drink or anew graphic to download for 5 straight wins.

In addition, the application Is simple and inexpensive to code andimplement.

While the present invention has been illustrated by the description ofthe embodiments thereof, and while the embodiments have been describedin considerable detail, it is not the intention of the applicant torestrict or in any way limit the scope of the appended claims to suchdetail. Additional advantages and modifications will readily appear tothose skilled in the art. Therefore, the invention in its broaderaspects is not limited to the specific details representative apparatusand method, and illustrative examples shown and described. Accordingly,departures may be made from such details without departure from thespirit or scope of applicant's general inventive concept.

1. A method of implementing a massively multiplayer game including thesteps of: i. three or more players selecting an item from an ordered setof three or more items; ii. designating an item from the set based onthe number of players who selected that item; and iii. determiningwhether each player's selected item wins over the designated item basedon a rule-set.
 2. A method as claimed in claim 1 wherein the rule-setincludes a rule such that for an ordered set of items {X₁ . . . X_(n)},X_(k) wins over p other items for all k where k is some integer suchthat 0<k<(n+1) and where p is a pre-specified integer such that 0<p<n.3. A method as claimed in claim 1 wherein the rule-set includes a rulesuch that for an ordered set of items {X₁ . . . X_(n)}, X_(k) wins overX_(k+1) and X_(n) wins over X₁ for all k where k is some integer suchthat 0<k<n.
 4. A method as claimed in claim 1 wherein there are an oddnumber of items within the set
 5. A method as claimed in claim 4 whereinthe rule-set includes a rule such that for an ordered set of items {X₁ .. . X_(n)}, X_(k) wins over X_((k+p) modulo n) for all k and all p wherek is some integer such that 0<k<(n+1) and where p is some integer suchthat 0<p<(^(n+1)/₂₎.
 6. A method as claimed in claim 1 including thesteps of: iv. determining whether each player's selected item wins overthe remaining items in the set based on the rule-set; and v. allocatingpoints to each player based on the determinations in steps (iii) and(iv).
 7. A method as claimed in claim 1 wherein the ordered set of itemscontains three items.
 8. A method as claimed in claim 7 wherein thefirst item is rock, the second item is scissors, and the third item ispaper.
 9. A method as claimed in claim 1 wherein the designated item isthe item selected by a majority of players.
 10. A method of implementinga multiplayer game including the steps of: i. selecting an item from aset of items by three or more players on three or more respectivedevices; ii. each device transmitting the player's selected item to aserver; iii. the server designating an item based on all the selecteditems received; iv. the server determining whether each player'sselected item wins over the designated item based on a rule-set; v. theserver transmitting the result of each determination to its respectivedevice;
 11. A method as claimed in claim 10 wherein the rule-setincludes a rule such that for an ordered set of items {X₁ . . . X_(n)},X_(k) wins over p other items for all k where k is some integer suchthat 0<k<(n+1) and where p is a pre-specified integer such that 0<p<n.12. A method as claimed in claim 10 wherein the rule-set includes a rulesuch that for an ordered set of items {X₁ . . . X_(n)}, X_(k) wins overX_(k+1) and X_(n) wins over X₁ for all k where k is some integer suchthat 0<k<n.
 13. A method as claimed in claim 10 wherein there are an oddnumber of items within the set.
 14. A method as claimed in claim 13wherein the rule-set includes a rule such that for an ordered set ofitems {X₁ . . . X_(n)}, X_(k) wins over X_((k+p) modulo n) for all k andall p where k is some integer such that 0<k<(n+1) and where p is someinteger such that 0<p<(^(n+1)/₂).
 15. A method as claimed in claim 10including the steps of: vi. the server determining whether each player'sselected item wins over the remaining items in the set based on therule-set; and vii. the server allocating points to each player based onthe determinations in steps (iv) and (vi).
 16. A method as claimed inclaim 10 wherein the ordered set of items contains three items.
 17. Amethod as claimed in claim 16 wherein the first item is rock, the seconditem is scissors, and the third item is paper.
 18. A method as claimedin claim 10 wherein the designated item is the item selected by amajority of players.
 19. A method as claimed in claim 10 wherein thedevices are any of wireless devices, Internet-capable personalcomputers, or Interactive televisions.
 20. A method as claimed in claim10 wherein the client and the server communicate using one of the set ofWireless Application Protocol, Multimedia Message Service and ShortMessage Service.
 21. A system for implementing a multiplayer gameincluding: i. a plurality of devices; ii. a server; iii. each deviceresponsive to user interaction to select an item from a set of items,and with the ability to transmit item selection to a server and receiveresult data from the server; and iv. the server containing a messagingapplication with the ability to receive item selection from devices andtransmit result data to devices, and a processing application with theability to designate an item from the set of items based on the selecteditems received, determine whether each selected item wins over thedesignated item based on a rule-set, and send this determination asresult data to the messaging application to transmit to the selecteditem's respective device.
 22. A system as claimed in claim 21 whereinthe devices are wireless devices.
 23. A system as claimed in claim 22wherein the result data is transmitted as a single packet.
 24. A systemas claimed in claim 23 wherein the processing application inserts apromotional message in the single packet for the result data.
 25. Acomputer system for effecting the method of claim
 1. 26. Software foreffecting the method of claim
 1. 27. Storage media containing softwareas claimed in claim 26.